blood pouch the rpg

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  • To win the right to possess the Immortality Seed, you must battle the members of the Techno-Organic Syndicate, as well as rogue entrants seeking to win immortality as well!

    You might team up with the other players for now, but sooner or later you must kill them to claim the prize!

    Characters in BLOODP.O.U.C.H have four primary attributes: Cyber, Muscle, Pouches, and Weapons.

    You roll one six-sided die for every number you have in an attribute. For example, if your Muscle is listed as 5, you roll 5 dice to use your Muscle. Every die that rolls a 5 or 6 is a success.

    Cyber: This shows how many cybernetic implants your character has. Characters with lots of Cyber are fast, hard to damage, and good with high-tech things. Your Cyber is used to strike fi rst in battles and to defl ect attacks.

    Muscle: This measures your raw power. Characters with lots of Muscle are good at throwing and punching. Your Muscle is used to determine how many Weapons you can carry.

    Pouches: These can be used to add to any other rolls. Characters with lots of Pouches are better than characters who dont have lots of Pouches.

    Weapons: This shows how many weapons you have (guns, cyberblades, etc) and how big they are. Bigger weapons are always better.

    BLOODP.O.U.C.Hhave four primary attributes: Cyber, Muscle, Pouches, and Weapons.

    You roll one six-sided die for every number you have in an attribute. For example, if your Muscle is listed as 5, you roll 5 dice to use your Muscle. Every die that rolls

    many cybernetic implants your character has. Characters

    things. Your Cyber is used to strike fi rst in battles and to

    This measures your raw power. Characters with lots of Muscle are good at throwing and punching. Your Muscle is used to determine how many

    weapons are always better.

  • making yourcharacter

    At character creation you have 5 dice to allocate between your Cyber and Muscle. For example, you could have 2 dice in Cyber and 3 dice in Muscle, or 1 die in Cyber and 4 dice in Muscle.

    You must have at least 1 die in each attribute.

    You start with 3 Pouches.

    Core Dice

    You always get to roll at least 3 dice no matter what: these are your Core Dice.

    Every die that rolls a 5 or 6 is a success.

    You can use dice from your Cyber or Muscle, depending on what youre trying to do. You can always add dice for your Pouches to any roll. Each Pouch is worth 1 die.

    When you succeed with a roll using Pouches, you get those Pouches back. If you fail the roll, you lose those Pouches until youre left alone long enough to repair and heal.

    Weapons

    Weapons are good to have because the dice you get for weapons are never used up. You start with a number of Weapon dice equal to your

    Muscle dice.

    There are three sizes of weapons: Small, Big and Huge. A Small

    Weapon is worth 1 die. A Big Weapon is worth 2 dice. A Huge

    Weapon is worth 3 dice.

    A weapon cant have more than 3 dice.

    You can carry a maximum number of weapons equal to your max Muscle dice. For

    example, a character with 5 Muscle can

    always carry 5 weapons,

    even when injured.

    You can use all of your weapons at the same time.

    character

    At character creation you have 5 dice to allocate between your Cyber and Muscle. For example, you could have 2 dice in Cyber and 3 dice in Muscle, or 1 die in Cyber and 4 dice in Muscle.

    You must have at least 1 die

    You start with 3 Pouches.

    what: these are your Core

    Every die that rolls a 5 or

    depending on what youre

    Pouches to any roll. Each

    When you succeed with a roll using Pouches, you get those Pouches back. If you fail the roll, you lose those Pouches until youre left alone long enough to repair and heal.

    Weapons are good to have because the dice you get for weapons are never used up. You start with a number of Weapon dice equal to your

    Muscle dice.

    There are three sizes of weapons: Small, Big and Huge. A Small

    Weapon is worth 1 die. A Big Weapon is worth 2 dice. A Huge

    Weapon is worth 3 dice.

    A weapon cant have more than 3 dice.

    You can carry a maximum number of weapons equal to your max Muscle dice. For

    example, a character with 5 Muscle can

    always carry 5 weapons,

    You can use all of your weapons at the same time.

  • NAME

    weapons

    Name DICE

    cyber

    muscle

    pouches

    max now

  • NAME

    weapons

    Name DICE

    cyber

    muscle

    pouches

    max now

  • battles

    To start a battle, both combatants roll their Cyber dice. The one with more successes gets the drop on the other, and also gets to roll 4 extra dice during their attack. If the rolls are tied, they are locked in a Stalemate and can only deliver cutting remarks back and forth until one of them fl ies or teleports away.

    Battles are always one-on-one, no matter how many combatants are present.

    To use your weapons, roll your Core Dice plus all of the dice for all of your Weapons that you can hold at once. You can also use Pouches to add dice to this. Your opponent counters using their Core Dice + Cyber dice. Again, Pouches can be used to add to this.

    If you get more successes, your opponent loses 1 Pouch.

    After this, your opponent gets to attack, and you must defend! If your opponent gets more successes, you lose a Pouch!

    Once both combatants attack, reroll your Cyber dice for the next round of combat.

    no pouches

    Once you lose all your Pouches you begin to lose Cyber, and fi nally Muscle.

    When you are out of Cyber, Muscle and Pouches, you are temporarily beaten and your opponent gloats above you. You are out of the

    storyline until someone

    else shows up to help you out or your

    opponent fl ies or teleports away. After this you

    regain all your lost Cyber,

    Muscle and

    Pouches.

    after thebattle

    All weapons are keyed to their owners, so you cant use your opponents Weapons after killing them. The same applies to Cyber and Pouches, which are assumed to be destroyed during the battle.

    are locked in a Stalemate and can only deliver cutting remarks back and forth until one of them fl ies or

    Battles are always one-on-one, no matter how many

    Pouches can be used to

    your opponent gloats above you. You are out of the

    storyline until someone

    else shows up

    opponent fl ies or teleports away. After this you

    and Pouches.

    after thebattle

  • advancing

    Additional Cyber, Muscles, Pouches and Weapons are acquired by killing opponents during the game.

    At the end of each game session, tally up the number of opponents you killed. You get 1 point for every opponent you killed during that session (including both minions and primary opponents).

    You can spend these points to make your character more powerful by adding to their attributes.

    Each attribute can be raised by paying the following cost:

    Cyber dice: 4 point each

    Muscle dice: 3 point each

    Weapon dice: 1 point each

    Pouches: 1 point each

    upgrading weapons

    Weapons can be upgraded, so you could spend 2 points to either buy a new Big Weapon, or convert your Small Weapon into a Huge Weapon.At the end of each game session, tally up

    the number of opponents you killed. You get 1 point for every opponent you killed during that session (including both minions and primary

    You can spend these points to make your character more powerful by adding to their

    into a Huge Weapon.

  • opponents

    There are two types of opponents (besides other player characters): Primary Opponents and Minions.

    Primary opponents have names like Bloodstrike, Darkstorm, or

    Cyberwave. These beings are represented exactly the same way the player characters are, with Cyber, Muscle, Pouches

    and Weapons.

    Primary opponents generally have 2-4 minions with them at all time. These minions have Cyber, Muscle and Weapons, but no Pouches.

    Minions are instantly killed if they lose during a combat.

    All minions must be killed before you can enter combat with a primary opponent.

    Primary Opponents and Minions.

    Primary opponents have names like Bloodstrike, Darkstorm, or

    Cyberwave. These beings are represented exactly the same way the player characters are, with Cyber, Muscle, Pouches

    and Weapons.

    Primary opponents generally have 2-4 minions with them at all time. These minions have Cyber, Muscle and Weapons, but no Pouches.

    Minions are instantly killed if they lose during a combat.

    All minions must be killed before you can enter combat with a primary opponent.

    11. BATTLE12. BLADE13. BLAST14. BLOOD15. BLOW16. CLAW21. COLD22. CYBER23. DARK24. DEATH25. FAR26. FIRE31. FORCE32. HAMMER33. HUNT34. ICE35. MAX36. OVER

    41. PAIN42. SHARD43. SHOT44. SIEGE45. SLASH46. SPIKE51. STAR52. STORM53. STRIKE54. STROKE55. SUN56. SWORD61. ULTRA62. WAR63. WAVE64. WHIP65. WILD66. WOLF

    naming yourcharacter

    To use this list, roll two dice twice and read the numbers on them. For example, if you roll 2,4 (24) and 6,4 (64) your name is DEATHWHIP. If the name is not satisfactory, re-roll or choose two of the results yourself.

  • BLOODP.O.U.C.HR O B L I E F E L D S

    Are you ready for the MOST EXTREME Role-Playing Game youll ever see?

    Rob Liefelds BLOODP.O.U.C.H is guaranteed to get your pulse racing and your blood pumping!

    Design your combatants, equip them with the latest high-tech weapons, and load on the pouches as you stab,

    shoot and battle your way to the top!

    1995 Extreme Studios1995 Viral Games